Thaumaturgy

Also known colloquially as “elementalism,” thaumaturgy (thaw-ma-tur-gee) is the evocation of the elements. There are five elements which make up the world: wood, fire, earth, metal, and water. Each element has a physical manifestation; but they are also types of energy, emotions, personalities, and times of day. A practitioner of thaumaturgy may choose any of the five elements as her focus, even if her personality or goals do not necessarily align with those of the element she has chosen. You need not be a primary magic user to be a thaumaturgist.

The mechanics of thaumaturgy. Because thaumaturgy is not an innate form of magic, you must decide, at character creation, whether or not your character has previously been granted thaumaturgical abilities. If the answer is yes, then you must unlock and purchase one of the elements, at the cost of four (4) unlock points and four (4) CP. If you elect not to purchase an element at this time, but decide later that you want to practice thaumaturgy, you must earn access to the system through in-game means.

Upon purchasing an element, you are able to unlock and purchase any of the starting skills listed under that element as though the skills were part of your primary focus. As you continue to develop your elemental connection in-game, you will be able to learn and train additional skills of increasing strength and power.

Compose (2+)Call: “I call forth earth, Pacify.” A charm causing a target to become calm and take no offensive action for 5 minutes, or until sustaining at least 1 damage. Overrides Despair, Fear, and Rage; countered by Spell Shield. Thrown.

Rage (2+) A charm inducing fury in a target, causing them to actively engage anyone other than the caster in combat for 1 minute. During this time, they cannot use any of their skills; instead, all of their melee strikes cause Pain. Countered by Spell Shield. Thrown.

Crystal armor (1+)Call: “I call forth metal, I grant you x points of magical armor.” A spell granting 1 point of magical armor to a target per 1 purchase of this spell, up to 10 points per individual target. Magical armor cannot be mended once lost. Touch-based.

Despair (3+) A charm causing a target to disengage from combat, lie facedown, and weep for 1 minute. Countered by Spell Shield. Thrown.

Glass shards (1+) A charm enchanting a weapon with 1 Spellstruck Pain, with a limit of 1 per weapon. Touch-based.

Mend armor (2+) Gain 3 mending points per purchase. A charm repairing 1 armor point to any type of armor per 1 mending point used. Touch-based.

Metal spike (1+) A charm enchanting a weapon with 1 Spellstruck Dart, with a limit of 1 per weapon. Touch-based.

Fear (1+) A charm causing a target to disengage from combat and move at least 50 full steps or out of view of the caster for 1 minute; if unable to move, they must cower and defend only. Countered by Spell Shield. Thrown.

Silence (2+)

Sleep (2+)

Slippery ground (1+) A charm enchanting a weapon with 1 Spellstruck Takedown, with a limit of 1 per weapon. Touch-based.

Slow (1+) A charm forcing a target to walk by placing the heel of 1 foot directly in front of the toes of the other foot for 1 minute, or suffer a Takedown effect; motionless targets are not adversely affected. Countered by Spell Shield or Unbind. Thrown.